Jump to content

Undeceived

Member
  • Content Count

    1977
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by Undeceived

  1. This might be a stupid question, but I somehow can't find a solution for it! :D I have a vehicle in which I have put some weapons and stuff. Now I want to remove a certain number of FirstAidKits from this vehicle (10). But... There's no removeItemCargo command. There only is clearItemCargo, which remove ALL items. But I want other items (scopes, etc.) to stay in the vehicle. I only want to get rid of 10 damn FirstAidKits. :D Any idea? :o Thanks for your patience and time! :)
  2. Hi and thanks for the compliment. Hhmmm. No idea, to be honest. What you could do is to replay the Pribotow mission and try to escape not in a vehicle but on foot (at least when you're far away). I'm sure that I tried it with both, vehicles and on foot, but maybe this could solve it. Good luck. I hope it works!
  3. THANKS, Pete, this is a lot of helpful information! Yes, the campaign PBO is different from the Steam Workshop download! The folder / file paths (and respectively the campaign description.ext) make the difference. If you want, you can subscribe to it, open it and check the difference. After getting the addon pbo ready, you have to upload it with Publisher from the BIS tools (this is how I did it at least). If you have questions, just PM me.
  4. bloodstainonground setVectorDirAndUp [[0,0,-1],[0,1,0]];
  5. Thanks, IndeedPete! Good feedback! I'll take a look at the points you mentioned. If you have examples of typos, please let me know. And you showed me some nice commands I didn't know about! Thanks! :)
  6. Larrow, thank you so much!! I changed some things (and most likely made it more complicated than needed :) ), but it seems to work now as I need it to save everything in the weapon pool. THANKS! :)
  7. That's great, Larrow, thanks for pointing me in the right direction! containersincrate = everyContainer crate; Now I can check items, weapons and mags in every of these containers: magazineCargo ((containersincrate select 0) select 1) magazineCargo ((containersincrate select 1) select 1) The only thing left now is... How do I read out the items automatically? The thing is that I don't know how many containers will be in that crate. That gets a bit complicated again, for me at least. :D Thanks!
  8. Undeceived

    Items and Weapons Saving

    Hi guys, hi bardosy, as written in my PM, I added some things to your script. Thanks again for the script base! //Save the gear of the player and add it to the weapon pool. //Code by Bardosi, complemented by Undeceived //Primary weapon, ammo and accessories if (primaryWeapon player != "") then { addWeaponPool [(primaryWeapon player), 1]; if (count (primaryWeaponMagazine player) > 0) then { _number_magsPrimary_player = {_x in getArray (configFile >> "CFGWeapons" >> (primaryWeapon player) >> "magazines") } count (magazines player); addMagazinePool [(primaryWeaponMagazine player) select 0, _number_magsPrimary_player]; }; //Silencer: if ((primaryWeaponItems player) select 0 != "") then {addItemPool [(primaryWeaponItems player) select 0, 1]; }; //Laser: if ((primaryWeaponItems player) select 1 != "") then {addItemPool [(primaryWeaponItems player) select 1, 1]; }; //Optics: if ((primaryWeaponItems player) select 2 != "") then {addItemPool [(primaryWeaponItems player) select 2, 1]; }; }; //Secondary weapon (which is the launcher, not the handgun!) + ammo if (secondaryWeapon player != "") then { addWeaponPool [(secondaryWeapon player), 1]; if (count (secondaryWeaponMagazine player) > 0) then { _number_magsSecondary_player = {_x in getArray (configFile >> "CFGWeapons" >> (secondaryWeapon player) >> "magazines") } count (magazines player); addMagazinePool [(secondaryWeaponMagazine player) select 0, _number_magsSecondary_player]; }; }; //Handgun, ammo and accessories if (handgunWeapon player != "") then { addWeaponPool [(handgunWeapon player), 1]; if (count (handgunMagazine player) > 0) then { _number_magsHandgun_player = {_x in getArray (configFile >> "CFGWeapons" >> (handgunWeapon player) >> "magazines") } count (magazines player); addMagazinePool [(handgunMagazine player) select 0, _number_magsHandgun_player]; }; //Silencer: if ((handgunItems player) select 0 != "") then {addItemPool [(handgunItems player) select 0, 1]; }; //Laser: if ((handgunItems player) select 1 != "") then {addItemPool [(handgunItems player) select 1, 1]; }; //Optics: if ((handgunItems player) select 2 != "") then {addItemPool [(handgunItems player) select 2, 1]; }; }; //Backpack: if (backpack player != "") then { //Stuff in the backpack: //Magazines: _magsinbackpack = magazineCargo backpackContainer player; {addMagazinePool [_x, 1]; } forEach _magsinbackpack; //Items: _itemsinbackpack = itemCargo backpackContainer player; {addItemPool [_x, 1]; } forEach _itemsinbackpack; //Weapons: _weaponsinbackpack = weaponCargo backpackContainer player; {addWeaponPool [_x, 1]; } forEach _weaponsinbackpack; }; //Vest: if (vest player != "") then { //Stuff in the vest: //Magazines: _magsinvest = magazineCargo vestContainer player; {addMagazinePool [_x, 1]; } forEach _magsinvest; //Items: _itemsinvest = itemCargo vestContainer player; {addItemPool [_x, 1]; } forEach _itemsinvest; //Weapons: _weaponsinvest = weaponCargo vestContainer player; {addWeaponPool [_x, 1]; } forEach _weaponsinvest; }; //Uniform: if (uniform player != "") then { //Stuff in the uniform: //Magazines: _magsinuniform = magazineCargo uniformContainer player; {addMagazinePool [_x, 1]; } forEach _magsinuniform; //Items: _itemsinuniform = itemCargo uniformContainer player; {addItemPool [_x, 1]; } forEach _itemsinuniform; //Weapons: _weaponsinuniform = weaponCargo uniformContainer player; {addWeaponPool [_x, 1]; } forEach _weaponsinuniform; };
  9. [sorry, guys, I found the answer one minute after posting this... See end of the post. ) Why do vestMagazines and uniformMagazines return arrays with that strange additional information? :confused: Example: [ "6.5mm 30Rnd STANAG Mag(30/30)[id/cr:4/0](2x)", "9mm 16Rnd Mag(16/16)[id/cr:7/0](2x)", "RGO Frag Grenade(1/1)[id/cr:10/0](2x)"] I need a simple magazine array, like e.g. that one returns: magsinbackpack = magazineCargo unitBackpack player; This one delivers a nice, clean array of the magazines in the players backpack, e.g. ["MagType1","MagType1","MagType2"...]. :inlove: So where are the commands unitVest and unitUniform?? According to this comment in the bug tracker (link) they were supposed to be added by BIS, but they don't work ingame. Is there another way to get such a clean array of magazines in vests and uniforms? And also of weapons and items? Thank you for your help! ---------- Post added at 22:04 ---------- Previous post was at 22:00 ---------- I'm so sorry, guys... :o magazineCargo uniformContainer player does the trick. SORRY for the little rant. :D
  10. Hi Wiggum, no, not really. Did you change something already and hopefully get better results?
  11. Undeceived

    Publisher keeps crashing

    Here's the bug report on the bugtracker: http://feedback.arma3.com/view.php?id=20388
  12. Anyone else with trouble with Publisher? When I want to upload my .pbo to Steam Workshop (resp. update an existing one), it randomly crashes (rather most of the time). Sometimes it gives an error ("code 10", or something like that)? Do you know this? Thanks! Edit: Now it doesn't work at all anymore. It ALWAYS crashes with that error code 10. :( It begins uploading, stops at 50%, then crashes. I veryfied the game cache and even reinstalled and veryfied again, but it keeps crashing... BIS, can you help?
  13. :D There's always a way to set the world on fire! ;) I'll take that equipment out, thanks for the hint!
  14. Undeceived

    Publisher keeps crashing

    I have tried pretty much everything, including running as admin and compability mode (Windows 7). Yeah - it crashes randomly, sometimes with error code 10, sometimes with another code, sometimes without error code... And it EVEN DOES work sometimes!! :D :D
  15. Thanks a lot, Brainbug! I'll change its position. Does it ALWAYS happen? If you want to continue the mission: I enabled the debug console in this version (press Esc). Type in: call { [] execVM "scripts\ZSgespr.sqf"; }; and it will continue at a later point (not far away from that buggy position).
  16. Hi guys, in case you still need a code snippet - this one worked for me: bloodstainonground setVectorDirAndUp [[0,0,-1],[0,1,0]]; But now the whole story: You need a .png file with transparent background and the blood on it. Then you convert it into .paa and put it in your mission folder. Let's say it has the name blood.paa and you have put it in the folder pictures in your mission folder. Then, in the editor, create a User Texture (Side: Empty; Class: Helpers; Unit: User texture (1m)). Name it bloodstainonground and put in the init: this enableSimulation false; this setObjectTexture [0, "pictures\blood.paa"]; Now, in the mission's init (or somewhere else - I think even in the init of the User Texture works) you put the code above. This should do it. If necessary, you will have to change the height of the User Texture. But change it BEFORE you use the code above.
  17. Undeceived

    Push boat script

    This is so useful - thanks for this!
  18. I was pretty tired yesterday night, when I released it. I rewrote the whole campaign description in the first post - I suggest, you read it again. :D It's much more informative now. :)
  19. Thanks! Well, these expectations of course increase the pressure! :icon_mrgreen: :icon_mrgreen: But I gave my best and there are 7 more missions to come. At the moment I'm still struggling with the Steam Workshop. But I should get that sorted soon. After that I will set the MANW contest page up. Have fun! And THANKS @ Armaholic (Big) for the mirror! :)
  20. Good question. :) And also, what about subscribed campaigns? How are they installed via the workshop? How can I set my own campaign up in the workshop so that the player just has to subscribe and play? :)
  21. Undeceived

    BIS' New Game Launcher

    Funny translation, BIS. :D :D Read: "Please continue ending Arma 3 with the carrier rocket." FPDR (Btw, thanks for the new patch! :) )
  22. How can I count the number of magazines of the currently selected weapon of a unit? Thanks for your help!
  23. Undeceived

    Count current weapon magazines

    Sorry, it seems I totally forgot this thread. I even forgot what I needed this for. :D Strange. :D Thanks a lot, Larrow! :notworthy: If I can't get it working, I'll get back to you.
  24. Hey Caveman, yes, I really still need some help. :) There are still lots of dialogues to check. I'll sort out what is what and will get back to you via PM, ok? Thanks!
  25. Hello everyone - I'm not sure if this is the right place for this thread, but... I'm looking for some (native or not) good English speakers that can help me with my grammar and spelling inconsistencies in my text files. I'm not a native speaker and my English translations (from German) are usually... :rolleyes: well, let's say "not so good", but I think that one can understand what I want to express. I'm making a new Arma 3 SP resistance campaign with currently 11 missions + several cutscenes. If some of you would agree to help me, then everyone could check two or three missions, as there is quite a lot of text in the briefings and in the dialogues. Would be great to hear from you - much appreciated. Thanks a lot!
×